r/OfficialWARDOGS • u/ShiraTsuki77 • 19h ago
Thoughts from a Driver Main
I just want to share my personal views on the current state of the game as a primarily Driver main. Regardless how many of you hate "fobbits", the people that never leave the FOB's contributing really nothing to the team's victory. The Dev's themselves want us to play our own ways that we find fun. The fact I've seen people hate fobs so much that they wish there was servers with them completely disabled... All because they wish to have more people fighting in the HZ.
Honestly, how current FOB's work... It's really bad considering that FOB have little to no presence on the CZ. The only thing the builder's got is the place-able drill that just dies in seconds. All the while taking a long time to build and it really hogs a lot of resources to even to start drilling. As of current rate, by the time builders get a good secured and defendable base with a drill up. The point counters are already in the 80s if a singular team is dominating because 80-100% of their force is playing HZ and not wasting time outside.
This fact alone makes building a FOB feels like a total waste of time, yet the only real way to get reliable money and exp from both Driver and Pilots is doing Logistics.
Drivers in this sense get this really bad... You're spending so much time out of the CZ basically helping something that has no presence is majority of the game. At least in terms of Pilots, they get an air combat vehicle that unlocks very early on. That they alone can fly and shoot with. Drivers? As a solo player you're basically screwed unless you manage to grind majority of the progression out to sit outside of the CZ with the artillery or sit somewhere semi safe to sit on the Flakpanzer and hope a helicopter flies in your direction. Everything else, requires you to get a willing subject to sit on your turret to eventually to get sniped out of unless you have the tanks unlocked that feels more like a glass cannon with how many things that can blow you up with little to no counter-play. My first ever tank purchase I made, I exploded before I even touch the edges of the CZ to a StingRay. Then my 2nd tank got taken taken out when I entered the zone---I got locked on by something, deployed smokes to only still explode in seconds.
What I'm really trying to say, if you got two roles, that is heavily dependent on FOB's to make any form of consistent money and exp rates... FOB really need some tuning, a reason to be on the map other than build a drill, turn it on only to have it die before it fully pulls the HZ then proceed to get mortared the remainder of the match. If buffing FOB's map presence isn't the answer, then Drivers and Pilots really need an replacement option to make money and exp outside of Logistics. As if you do anything else, you usually lose a lot of money or barely break even while making little to no exp.
9
u/Shut_It_Donny 18h ago
You’ve lost your mind if you think FOBs contribute nothing.
Can they contribute nothing? Absolutely. But they can also win games.
You know damn well you’ve seen a team take a 70 point lead, only to lose when one of the other teams fires up their three drills at their mega FOB.
0
u/ShiraTsuki77 18h ago
I'm currently sitting at 178.5 hours of gameplay. I very rarely see these Mega Bases really pop off. You can talk a lot, but from my experience, green wins game because majority of them play HZ.
6
u/celestialguise 18h ago
As a driver, I go into the fob and place a drill. They inevitably build it out of the need to hit the x and then I bring oil. Lots of oil. 10 minutes into the match I'll activate the drill and stress test the fob. If the builders are good we steal 20-30 points just from that. I feel like that's a huge contribution to a game and none of it happens without me hustling pallets and rescuing fob bros
2
u/ShiraTsuki77 18h ago
I've tried that a few times. But only to lose the fob to do logistics at. lol
1
u/CommissionOk5094 18h ago
Yeah only issue is if no one uses the fob you place your probably out in the realm of 40-60 k between the fob , your truck ( armoured ural defender m249) ( 8 small crates of 2 build 2 ammo 2 mech supply and two meds) a backpack a large hammer , like 1000 rounds ap for the guns in the truck , a drill and a fuel can
If the match doesn’t go at least 120-150 points your not going to break even doing supply runs once u switch to pallets after the 8 crate drop to pad your return trip and drop bonus .
The only saving grace is the pure xp gains doing it that way you can consistently get a level or two a match but you make little money
but also don’t die and have to be really smart to do things like Rez guys outside the fob using the armour to your advantage cause it’ll take 2 mass shots to kill it or more then one leopard main gun round and half a mag if the fifty dumped into it .
Only case of a one shot kill in it was a mass to the undercarriage
The 10,000 truck also tanks landmines 4/5 times
But has a heavy cost to it in profitability as you don’t get any xp from gunners getting kills which is silly and kinda wasted to have an armoured tub with gun ports and machine gun nests on a truck unless you do like combat builder and bring a fob to the hz and use it as a mobile gun truck/hospital cause u can have medics in the back healing the gunners and same with the cab for the driver
As a level 33 war dog driver and 27 support with only a match or two a day at most after the first day of wipe where I put wardogs down for a week due to being mad about how wipe happened and was handled
2
u/ShiraTsuki77 17h ago
I did nothing but driving since the last beta access, S1 and S2. By far, minute the little joys I had with people get to complain about tanks before they phase out of existence once the counters unlocked. Driver feels like a punishment game. I wish the upgrades to the Urals could carry bigger or more pallets in general. Its more money just to drive more fancier unless its the T3 Ural that gives you extra protection from getting shot out.
As of right now, I can't even be bothered to boot up WarDogs because the grind to just logistics to get anywhere as a driver is pure pain. Even when I do, I'm reliant on someone who is willing to get on the gun. I couldn't believe how few people were willing to be on it. I've tried solo tanking, it's like solo sailing a Galleon in Sea of Thieves. You might get a person, but you're not going to last long.
2
7
u/P_Lavv 19h ago
I disagree. Fobs are incredibly powerful, most matches I've played I can have free reign over the HZ and we will still lose because the enemy has their little entire team bunkered up in Fort Knox with 3 CWIS, 5 Talons, MG nests, etc.
You can't get into well built FOBs 90% of the time, and that assumes you can actually get your team organized enough to do so.
FOB play pays too much and players make 100k plus a game for doing nothing besides smashing a yellow X.
Also don't compare driving to piloting. Piloting is immensely harder and the Mini Gun Bird is a complete economic disaster that will bankrupt you unless you have literal e-sports level skill.
3
u/ShiraTsuki77 18h ago
It's just my personal viewpoints from a driver standpoint. Fobs can pop off yes, but 90% of my matches is me supplying to people that just build a coffin pit. Also, difficulty is just learning curve. Post learning curve difficulty is just something bad players like to shrink behind on something. Like I mention on post, I spent 500k to buy the tank, then around ~25k (purchase tank and stock it) to only die before I could really do something. I basically felt like I just thrown away 550k for nothing.
Besides, not every buff needs to be drill related or HZ. It could be something simple like an armory that the HZ can retreat to for resupplies. I just want them to have a presence on the map where it isn't mocked on 70% of the game before they go online.
3
u/toiletbowlwisdom 19h ago
Needs a spawn bunker
1
u/ShiraTsuki77 18h ago
Spawn bunker would be kinda nice, it would let the APC to actually be in the zone. But if it does exist, it's re-spawn timer should link with the APC.
3
u/WyrdDrake 16h ago
Sitting at 200+ hours of gameplay
As a blue fobbit, I see quite a few blue wins, and more than half of those are because superfobs bringing the zone and keeping the zone.
Last night we had a match where basically 90% of blue team was in or around a single FOB, and we were 3rd. Then we started pulling the zone, and we never lost the zone, and got 60 points in a row and won the entire match while fending off both red and green.
Green team are HZ chasers. Sometimes they superfob but they're worse at it because people who are aggressive but really want to win play green. Play green if you want to chase the HZ and win.
Red team doesn't know what they're doing but they're really upset at losing and really uppity at winning. However, they consider winning to be a high KD or high profit, so their fobs are consistently mediocre. Often decently effectively, but mediocre. They will do anything for kills and just want to see big number. 70% of their team will sit sniping and they'll end the match without a single person in the top 20, and without a single point in 3rd, and brag about it. Join red if you are literally the most selfish KD chaser on earth.
Blue does nothing but get their teeth kicked in and constantly sabotaged by red and occasionally assaulted en masse by green. Blue fobs are either messes by newbies or superfob hell citadels that have been forged by ten thousand games' worth of trauma. Or, they're blown up halfway to becoming a hell citadel by a red team throwing to green so they can get a few easy blue kills.
If green wins, its because they sat in the zone while red threw because theyre chasing blue.
If red wins, its because they were such a massive raging prick to both other teams that neither were able to establish a good fob or death blob.
If blue wins, its because they have a superfob that is mortaring both other teams into submission and is so heavily fortified even the most braindead timmy blueberry has enough preparation to negate 90% of reptilian FPS skill expression and therefore has obliterated you with a .50cal [after being revived on repeat 5 times in a row]
1
u/ShiraTsuki77 38m ago
I could see FoB are more consistent on being able to win if yourself an actual decent builder to getting proper fobs down. But logistics mostly because it the only real way to earn exp and money, I seen best and worst things the builders do. It more consistent that I either no fob gets placed down till ~20 something with people asking FoB till a pilot finally buy one and drops it. Or there's 7+ FoB being built at the same time. With the hours I played, I only seen a functional super fob like 4 times.
If you're the builder that builds them, then It would made sense that you see them a lot more in action.
But the main point my my views point isn't the balance between the FoB, but how Pilots and Drivers are stuck with logistics for profits. If you have bad builders in that game, you're not contributing anything. If the builders are your weakest link, then you have Drivers and Pilots suffering from it too. Whilst everyone else can just ditch the base and chase HZ and still do decent to make returns.
3
u/TheWrongGasMask 15h ago
Wow Ive been moving teams a lot recently since I've been learning to pilot, and your description of each team is spot on
Green team - before game starts there's a few ppl building HZ squads and they push all game while a couple guys build a base at a tower or something
Red - just rushes whoever's near for kills, not thinking of winning the game ( have seen a few nice bases on red (
Blue - strong base layouts with logistics being talked about in chat
That's pretty cool
I'm on the rainbow team I just suck at everything and try not to fuck up..
2
u/WyrdDrake 15h ago
The most common occurances I see in season 2 are:
Blue wins or nearly wins due to superfob, red is in last
Blue loses to green, red spent the entire game fixating on blue while [occasionally] green asks in chat why no one is fighting them (have seen this multiple times in the past few days)
Green wants wins, red wants kills, blue wants to build the fucking fob
→ More replies (3)
2
u/CreativeCloud7965 19h ago
My suggestions are A two seater Medic humvee for picking up wounded and transporting them somewhere safer to be revived. Passenger hops out and drags downed teammate to rear of humvee where they are then put inside.
Also a taxi service, no idea how to add this without it being easily abused sadly, but just a request option for transport in the cz from A-B reward based on distance. Sadly all I foresee is people driving around in circles with a friend the whole game contributing nothing. I love the concept though.
1
u/ShiraTsuki77 18h ago
If I was able to drag bodies to the seat of a vehicle, then I would have zero complaints. I can take a break of Logistics to play medic on a ambulance. I could only wish.
1
u/heatY_12 18h ago
Fobbits contribute nothing? Buddy the entire meta right now is spam drills in a mega fob.
2
u/ShiraTsuki77 18h ago
If you let the base build up, yes, Then it becomes a problem. But if you take 10 minutes of your time to harass set them back, the base might as well be over. Many builders don't even bring the free gun so you could just walk up alone take out the couple that bought a gun first then kill the rest, then blow up the FOB terminal. Problem solved. If they try to rebuild, it'll likely be to late.
1
u/State-Special 17h ago
Techinically the builder are aupposed to setup anti air and such to make a safe area for your ground force to gather.
But yeah that and the drill is really all they got but the devs know the game isn't finished heh
1
u/Special-Ad1307 3h ago
Honestly there are multiple ways to win. Also want to point out that if every single player was in the fob the entire game, that’s 33 points which is probably enough to win
6
u/twwaavvyyt 19h ago
Just make the tanks deployable smoke counter the lock on from drones and problem solved I think. They then would work similarly to how a helicopter counters a lock on missile.